OKW T0 covers everything, though. When you include call-in infantry/MG34 the faction has very flexible/skipable teching.
You can't skip teching, you need T1 or T2. You can't just skip to Flak.
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OKW T0 covers everything, though. When you include call-in infantry/MG34 the faction has very flexible/skipable teching.
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You can't skip teching, you need T1 or T2. You can't just skip to Flak.
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When I say skip I mean only building two trucks (mech/BHQ and Flak)
Although it's possible to not go Flak though. (Just really hard.)
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Wow the amount of backlash is mind boggling. I sincerely apologize lmao. I mean I knew I had it coming, that's why I put that bold text at the end. Didn't help tho apparently. I should've known OKW is a sensitive subject.
But anyways, you guys are drifting away from what I'm trying to get across. I said remove fuel/munitions conversions and increase HQ techs and then I provided reasons for them. The reasons may or may not be the best of reasons, but it still doesn't change the fact that there is something wrong with OKWs ability to convert.
It's like Close Air Support. The whole concept of converting resources to other resources in my opinion is just completely wrong and adds in many issues into the game. I even dislike the concept of Opel Blitz and Caches. Feautures like these things slightly weaken the concept of map control. If you don't have the fuel points but you have munitions, why on earth should you be able to convert the munitions to fuel to make up for the lack of territories. These things play with the very basics and core of the game.
Hmm... let us not forget that TAMPERING WITH RESOURCES RUINS THE GAME.
a) Close Air Support/Ostruppen Doctrine Fuel to Munitions Conversion --> Call-in spam + mines/shrek spam
b) Lend Lease --> M4C Sherman spam
c) Luftwaffe Supply --> Exploit fuel secured maps like Ettelbruck, Lienne Forest, old Semoskiy, etc.
d) Opel Blitz/Cache --> Compound munitions/fuel problem in 4v4s
e) Soviet unreleased No Step Back doctrine --> Ridiculous early game
f) Windustry --> 5 minute T70s, 7 minute T34s
Can I end my statement with a STOP TAMPERING WITH THE RESOURCES DAMMIT!!! IT IS NEVER A GOOD IDEA
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OKW's not designed to require all 3 trucks. It's not bad design, it's intentional.
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lol yes its bad design if all people build is T0 and T4.
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T0 is HQ and T4 doesn't exist!
But really, that's what OKW's designed for, they're supposed to be limited. They're limited in fuel, munitions, and tech. You can't restructure OKW's tech without taking away their freedom, if someone wants a forward base they can go for T1, if they want a Puma they can go T2.
Whether or not USF need restructured is a different topic.
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What? There is nothing in OKW T1 or T2 that isn't great.
My bad, i meant T3, you know what I meant.
And no, who said anything about restructuring their tech?
When I say they are badly designed, look at the way they play, almost every game is a fucking infantry spam fest. Same with USF, horrible faction design.
In fact, most of the OKW commanders promotes fucking infantry spam and blobbing (fusiliers doc espically). It's almost as if the faction is designed for infantry spamming every game.
As an example here are the strategies avaiable to them:
Infantry spam --> more infantry --> tanks to win.
Infantry spam --> blob infantry with shit AT --> tanks to win.
Kubel --> infantry spam --> tanks to win.
Most of the other options / weapons provided in T1-T2 are so bad, they arn't even used most of the time.
On another example, OKW is the only faction that is the most likely to float manpower out of all the other factions (due to shit fuel and muni income to balance out the mp). So in essense you usually have leftover manpower in comparison to your shit fuel income. WHAT IS THE MOST RELIABLE WAY TO SPEND IT?
Spam infantry. Human wave = more capping after winning engagements. GG.
For a mainly manpower based faction, their manpower choices are complete shit. As I said, they are badly designed.
Plain and simple.
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What? There is nothing in OKW T1 or T2 that isn't great.
IeG gun is amazing.
IR HT is a maphack.
Jagdpanzer is an efficient tank destroyer at Vet 0 and hardcounters a horde of Allied armor by itself at Vet 5.
Flak HT creams infantry, and it's the weakest thing in T2.
Puma hardcounters all light vehicles, can easily kill mediums if you're paying attention, and does just fine against infantry if at Vet 2 or higher- and it vets quite easily.
Stuka Zu Fuss- best arty in the game bar none.
OP- The conversions are one of those things that are OP in some circumstances, and totally useless in others. I'd say they balance out overall.
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